AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
You get your weapons back (see discussion), just roll profession sailor if you have it and think about where you could help in the preparation of battle (get the guns ready, inspire the men, help with the sails etc). Healing is during combat.
Cut-Throat Grok leads you down below a couple at a time to the ship's stores. She hands you back your belongings A pirate must have their effects. she says with a wink. Walking over to a cabinet she opens it up explaining, This ship has won much treasure, feel free to pick out a few items that could help you in the coming fight, just know that they will come out of your share of the loot. She logs every item taken.
The cabinet contains masterwork quality weapons and armor, you can find any type of mundane, non special material armor from the core rule book as well as every non exotic non special material weapon from the core rule book. There is a 50% chance that it contains any exotic weapon you are looking for. Roll a 1d100 if that is your taste.
When back up on deck, many of the crew are pointing at a large bird which has landed at the top of the mast, most of the crew are unsure what type of omen this must be right before battle.
A black bird on the mast, means the crew will hold fast. says Sandra.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Calah picks out a mwk cutlass, mwk light crossbow (with bolts), mwk heavy wooden shield and mwk Lamellar leather suit of armor.
"Thank you Grok, these will be of use. I don't suppose you have any magical wands of healing here? They might be of use when one of our crew members are hurt."
Back upstairs Calah notices the black bird and studies it closely.
knowledge nature:1d20 + 3 ⇒ (19) + 3 = 22 perception:1d20 + 7 ⇒ (10) + 7 = 17 (if needed)
Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16
Arjun excitedly peruses the quartermaster's store, and is elated to find not one, but two masterwork wakizashi. He tests their edge with his thumb and smiles. "These will be perfect. I will also take that fine suit of studded leather."
Arjun dons his weapons, old and new, as well as his new armor. "Like a glove." He flexes and stretches a moment to get comfortable, then nods and springs into action.
First he inspects all the main rigging, checking by hand the cables and ropes that support the mast, including the turnbuckles and cotter pins securing the rigging to the hull. We wouldn't want the ship dismasted because a 2-copper-piece cotter pin was missing!
Next he checks the running rigging that raise and control the halyards and sheets. He makes sure that they are separated, not wrapped around each other or fouled on anything else, and that they all have a figure-eight knot or other stopper knot on the bitter end so they cannot pull through the mast or sheaves.
"RIGGING READY!"
Next he pulls all lines out of their cleats and off their winches. There should be nothing binding any line. All should be free to move and be clear at this point. He lets out the topping lift that holds the back of the boom out of the way until the boom sags downward freely, then re-cleats to make sure the boom isn't going to hit anyone in the head as they change sail.
"READY TO HOIST MAINSAIL!"
When given the signal, Arjun helps hoist the mainsail by pulling down on its halyard all the way until it stops. It luffs for a few moments until it catches the wind. Next, using the jib halyard, he helps raise the jib, and cleat the halyard off.
"MAINSAIL AND JIB RAISED! READY TO PURSUE!"
Arjun stands ready to trim the jib, and watches the telltales for changes in the wind. Besmara willing, he will at least keep it in broad reach, if not running.
@ Kyranda from Grok Of course you can borrow it. Just remember it will come out of your share of the booty.
@ Calah from Grok No wands for healing on here. Anything like that would likely be claimed by the ship's sailing master Peppery Longfarthing.
Your are able to determine that the bird appears to be a small Roc.
@Arjun, Mr. Plug raises his eyebrows at your work, it seems that you know your way around a ship. It might just be a possibility that you impressed him.
@Dimitrious, roger.
The ship comes neatly into the wind and the small sails on the horizon seem to be getting closer. As the ship becomes hull up on the horizon, you can tell that she will make a nice prize. She looks slightly larger than your ship and is probably heavily laden with supplies.
Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 15, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:36 (Bonuses vs Ranged), 10 Fire Resistance, HP:188/188, Fort:24, Ref:24, Will:22, Perception:22, Stealth:25
MichaelCullen wrote:
@ Jax taking a 20 is fine in that instance, you had plenty of time to do a thorough search.
cool, he is not going to let it sit there so he does take that 10 gold while in there.
profession sailor:2 + 1d20 ⇒ 2 + (17) = 19 He is cleaning the ship free of all dirt, rust, grime and anything that eats away at the equipment.
Jax is not trained in sailor, but you did say everybody roll for it.
Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16
Jax Kraven wrote:
Jax magic missiles the black bird to try to get rid of the omen. [dice=damage]1d4+1
lolz
Arjun eyes the approaching vessel, expectantly bouncing on the balls of his feet. He stops suddenly, remembering something. He reaches to his belt and retrieves a dagger from its sheath. He inspects the blade, rubbing his thumb on the tang, then holds it up to his mouth and licks the edge. He repeats this for three daggers, coating each in a thin layer of saliva. Satisfied, he resumes holding a rigging rope steady until they are within closing distance.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Calah starts talking as she has identified the bird. (which Sandra said was a good omen, if Jax still tries to attack it Calah will try to interrupt him)
"It appears to be a Roc, normally they are gargantuant birds who can carry off elephants easily. This one appears to be around our size, it must still be a young one. Jax what are you...Stop it you idiot!"
attack of opportunity/interrupt:1d20 ⇒ 10Hopefully flatfooted?
"A Roc is a truly awesome creature and if we could tame it it could be a powerful ally!"
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
handle animal:1d20 + 5 ⇒ (16) + 5 = 21
Calah tries her best to calm the animal from a distance. She pulls out a piece of dried salted pork out of her pocket in the attempt to call the animal down next to her.
"No one be stupid enough to attack it! This is an extremely rare opportunity to gain a powerful ally."
Shading her eyes from the sun, and glad for the excuse to relax from working for a moment, Suny looks at the bird people are pointing out.
When Jax makes to cast his spell,
Sense Motive:1d20 + 5 ⇒ (6) + 5 = 11
Suny will frown and gently poke him in the shoulder,
"Here? Whut be ye doin' to tha' bird? T'is jus'..." And she stops as Calah explains exactly what sort of bird it is.
"Hey! Don't go hurtin' tha' fry!" She exclaims. "When there be a young', there might some times be a parent about, watchin'!" Suny cautions the fellow.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Calah starts stroking the giant bird with great care and starts talking to it softly "There there girl, I apologize for my idiotic friend. We mean you no harm. Where are your parents, young one." She gives it another piece of meat while talking to it slowly in order to calm it down.
When the bird is calmed down Calah calls Sandra over. Calah would like to introduce the two. She also explains the rarity of encountering such a bird in the wide sea. This should surely be a great omen for the crew. Maybe Sandra can help Calah convince the crew to keep the bird and let Calah look after it and train it. When it grows larger it could even carry a companion and serve as a scout. In battle it could drop alchemist fire on our opponents, rip their sails or even carry off their captain.
"Please Sandra, help me convince the crew of the meaning of having a Roc for an ally. It surely is a great omen."
diplomacy:1d20 + 7 ⇒ (19) + 7 = 26intended to convince the crew of the great omen the bird is and to keep the bird and let Calah train it. Hopefully with the help of Sandra.
To be fair to Jax, all he saw was a bird that may or may not be a good omen.
Sandra says again lounder, Black bird on the mast, the crew will hold fast. This is a good omen before a battle, a boat that sails with a bird is more likely to live out a storm as well.
The quartermaster begins to nod as if in agreement and the captain goes back into his cabin.
Mr. Plugg Enough gawking we can keep it, but you will have to look after it. He says to Calah.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
"Aye Mr. Plugg. I'll train her up to be a prime member of the crew and a great asset to the ship!"
Calah lures the bird with her using a piece of meat to a more quiet area of the ship to start training the bird.
"We will have to think of a name for you don't we. Do you know any good names for a great bird of prey Sandra?"
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-
profession sailor:1d20 + 6 ⇒ (15) + 6 = 21
When the call to prepare for battle is sounded, Noro takes to the task of clearing the deck. readying boarding pikes and strtegic locations for ready access.
my sailing experience was submarines and watching Horatio Hornblower series --- sorry. so do we have cannons? or SLBM nuclear warheads?
Noro is engaged in her work to wory about a bird. she apparently does not seem to buy into the superstions of the bird. but she keeps those beliefs to herself, not wantting to thwart the ideas of fellow crewmates.
It becomes apparent that you are closing, the ship in front of you is now less than a mile a way. Her sails are no match for yours. Mr. Plugg gathers you all together, When we come along side I need you swabs to take the stern castle and wheel. There are grappling hooks and wooden planks over there. he says pointing a stack by the mast. Looking at Calah, Slit one of the pigs throats and tie a line to its feet and toss it overboard. I want to attract some sharks.When we begin our assault it will get cloudy use this to gain the advantage.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
"Aye, I'll bring some sharks about! Also Mr. Plugg, do we have any magical wands of healing? I could heal our crew members who went down in the fight." diplomacy:1d20 + 7 ⇒ (10) + 7 = 17
Calah has the following spells prepared: Produce flame, Obscuring mist and Hydraulic push. Cantrips: stabilize, Purify food & water, Detect magic, Create water, Mending.
Still fidgeting after donning the armor handed back to her in preparation for the coming fight Suny also adjusts the long curved blade which is slung across her back and the elegant blade sheathed at her hip. She leans closer to,
1d4 ⇒ 4(1)Jax(2)Kyranda(3)Arjun(4)Noro
And whispers, "Here...why is we attractin' sharks...?"
Don't be thinking just cause I gave you lot weapons that I would give you something truly valuable like a wand of healing. That type of thing thing is for more trusted crew members.
Dimiti will continue spamming "Mending" wherever needed and have his crossbow ready to go. Looking for advantageous spot on the ship to snipe opponents.
Does this ship have railing that could provide cover?
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
"As long as ye not be cryin' about the men we lost. If it be my crew I'd take better care of them."
Calah says out loud while going down below to get the pig.
The Roc will fly to one of the masts waiting for Calah to return. It does not like the busy deck all too much.
Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 15, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:36 (Bonuses vs Ranged), 10 Fire Resistance, HP:188/188, Fort:24, Ref:24, Will:22, Perception:22, Stealth:25
As soon as the other ship is within his 100 foot range. Jax will magic missile the other captain of the enemy ship. magic missile:1d4 + 1 ⇒ (2) + 1 = 3
Jax replies to sunny. Our captain has a plan, and I have a plan to, to destroy the captain of the enemy ship. Why we attracting sharks, I don't know, but our captain knows what he is doing.
Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16
Arjun smiles, bemused at the drama concerning the new pet bird. "If your bird would be so kind as to fly over their ship and let us know what we are about to get mixed up with, it would be very helpful."
@ Dimitrious, the ship does have a railing, and mending may be needed soon.
As the ships close arrows start to rain in. Jax manages to get his magic missile off at a man who appears to be captain. A ballista bolt from the fleeing ship strike a line on the mast. Dimitrious jumps into action and mends the line. Mr. Plugg looks at Calah and says, I will deal with you after the battle. Random GM die:1d100 ⇒ 681d4 ⇒ 3
Three crossbow bolts come flying in toward Jax.
Crossbow bolt at Jax:1d20 + 1 ⇒ (7) + 1 = 81d10 ⇒ 7 Crossbow bolt at Jax:1d20 + 1 ⇒ (5) + 1 = 61d10 ⇒ 9 Crossbow bolt at Jax:1d20 + 1 ⇒ (7) + 1 = 81d10 ⇒ 10
But by some miracle they all miss.
Suddenly the ship in front of you become surrounded by fog, and you hear two loud reports from your chase cannons as they fire into the cloud in front of them.
Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 15, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:36 (Bonuses vs Ranged), 10 Fire Resistance, HP:188/188, Fort:24, Ref:24, Will:22, Perception:22, Stealth:25
Jax will fire another magic missile this time at an enemy crew loading a cannon, or if the missile can't travel between those cracks, he will instead fire it into the mouth of the cannon to try to make it explode. magic missile:1d4 + 1 ⇒ (2) + 1 = 3good thing this thing can't miss, but I only have 1 left for the day. Then Jax will duck behind the ships edges for cover or partial cover. Not sure if the edges of our ship has railing or wood.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Calah was already below so I couldn't hear Mr. Plugg :P. So their entire ship is surrounded by fog now?
Calah ties down the weakest and sickliest looking pig, slices his throat and throws the body outside of a portculis/porthole. She comes up and looks for a spot behind a sturdy railing or mast until the ships close some more she can't see anyone yet anyway.
"No one go for a cool refreshing dip now lads or you'll be swimming with sharks!"
Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16
Arjun grabs a torch from a nearby sconce and climbs the mizzenmast. He scoots out on the rigging and grabs a rope, ready to swing over to the other ship. He shouts down to Dimitrious. "Be ready to cast grease on their deck! I will toss a torch and light them up!"
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
You can hear shouts coming from the other vessel, Standby to repel boarders. You can estimate that your ship is about 30 feet off of their starboard quarter and gaining fast. There ship remains blanketed in fog but a few bolts fly out and towards the Wormwood.
random DM dice:1d100 ⇒ 271d4 ⇒ 1
An Alchemist's Fire breaks just above the waterline amidships. Luckily a waves extinguishes the flame before it can do any damage.
Last turn to do anything before pirates on the wormwood can start throwing over grappling hooks.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 17; FF 15; T 12 | HP 105/130 / (138/163) | Fort +9 (+12); Will +3 (+6); Ref +5 | Perc +13; Init +2; DR 2/-
hello, just to say hi.
to get an idea of Noro, she is specializes in dunken Muay Thai kickboxing. she has a short fuse sometimes (well alot of the time).
she does have a softer side, it just takes the right person to bring it out.
she has earned a couple of nicknames one that is most prevelant is "the Iron Maiden" on account she must have an iron liver to hold that much booze
her second and lesser known nick name (only someone that runs in the criminal underworld circles might know) --- I'll PM that name if you fit the bill to know.
Noro has lived in Port Peril for a few years having been born in Sandpoint.
I am a 40 something semi professional with a beautiful wife who is too good for me. We live in the San Francisco Bay Area.
As far as gaming, I started in 1981 that magical summer between 8th and 9th grade and played regulary for 17 years, until I decided that I was to old to be playing this game[/dumb decision]. I started up playing pathfinder about a year ago.
My character is going to focus on sniping in the dark with magic missiles and battlefield control/buff spells.
BTW@ DM Michael, what are your thoughts on intensified empowered MM, some DM's let it fly some don't?
I think we are suppose to give IC introductions, but you gave an out of character one, which i okay as well. Though you did you give your IC one as well, which I'm interested in seeing.
I think we are suppose to give IC introductions, but you gave an out of character one, which i okay as well. Though you did you give your IC one as well, which I'm interested in seeing.
Yeah I know but we are all going to be here awhile so what the hell.
In real life:
I have spent the better part of the last four years at sea. I do not want to get into too much detail on a public board, but I enjoy role playing as well as all things nautical. I am in my late 20s and was first introduced to DND in High School. I have been involved in PFS since 2010. I have wanted to run this AP for a while now.
@Dimitrious, I would allow intensified empowered magic missile. The intensify would allow one extra missile at level 11 and two extra at level 13. Is that how you read it?
I have spent the better part of the last four years at sea. I do not want to get into too much detail on a public board, but I enjoy role playing as well as all things nautical. I am in my late 20s and was first introduced to DND in High School. I have been involved in PFS since 2010. I have wanted to run this AP for a while now.
Ah a military man, I spent 4 years in the army myself
Quote:
@Dimitrious, I would allow intensified empowered magic missile. The intensify would allow one extra missile at level 11 and two extra at level 13. Is that how you read it?
Yes that's how I read it but I yield to whatever the DM decides, I am not into arguing rules.
Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16
What is everyone good at doing?
Names are listed beside each skill beginning with the highest modifier. Highlighted skills have no ranks invested by party members, and the highest natural modifier is listed if the skill is usable untrained.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Calah will get some Knowledge nature and geography at lvl 2 and a bit of climb and acrobatics so she does not fall down whenever there is a storm.
She also has profession cook in case we get hungry ;).
With her spells she can offer some control, she can do ranged trips, disarms and bull rushes with her hydraulic push. Her pet later on will be able to add some damage.
At level two she becomes a full aquatic creature with amphibious quality so she is well versed underwater.
Wild shape won't come in till level 6 due to archetype
With her skills and natural mods she would probably be the best one to control the boat should that ever be necessary. High profession sailor, high survival/knowledge nature/perception to avoid difficult weather/streams.
Male Vishkanya Swashbuckler (Inspired Blade) 11 -- HP 123 : AC 26 CMD 26 TAC 20 FAC 17 : F+8 R+15 W+5 : INIT+8 Perception+16
Dimitrious - Craft skills are designated by material media, not finished product. Instead of wands, you would probably indicate Craft (woodworking).
Calah - Oh, believe me, an aquatic character in this campaign is a godsend. If we encounter an enemy ship, you can swim underneath them and cast warp wood on their hull. Or glue a feather token (anchor) to their hull. Or use an adamantine dagger to cut their anchor chain. Or...
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
We did the first night as PM but I think it will be easier to coordinate these things in the gameplay thread. So for following days we I will coordinate through the gameplay thread and only pass stuff I want to stay hidden in PM.
AC 22/28 (T 12, FF 20). HP 57/33, Fort +8/9, Ref +5/9, Will +11/3 (+4 sp/su abilities aquatic or water types and spells). Init +4, CMB 4/CMD 16, Speed 20ft/Swim 30ft
Entertain the Crew, tonight's activities include arm wrestling and story telling, if you have something more entertaining or less mundane, they will be happy to see it.
Go Exploring: There are many places to check out aboard, not all of them you are allowed in, but will that stop you? Maybe just don't get caught. Places that you can explore include Captain's storage, Middle Hold, Quartermaster's and Cook's cabin, Galley, Quartermaster's store, lower hold and crew's berthing, Officer's Stateroom and Captain's Cabin. (Forewarning, if it seems like a bad idea, it might be.)
Gamble: You don't have much to gamble with yet but you may attempt some games of chance.
Thievery: Attempt to gather supplies or coin from those around you.